Sexism!Final Fantasy XIV: A Realm Reborn

Passive sexism is a big deal to me. If it isn’t a big one for you, it should be, because at some point high heels and metal bikinis became something passively accepted in games as a whole and that’s not all right. MMORPGs on a whole do better than single-player titles, but you still have games like TERA that stick every female character into gravity-defying heels and the legal minimum required for clothing, or Scarlet Blade and its outfits made entirely out of electrical tape and fishnet.

Some games are better or worse about this than others. The Secret World allows you to dress up either gender to be as sexy or as casual as you like, and Guild Wars made a point of keeping skimpy armor as skimpy armor for both genders in most cases. (Although not hardly all.) But the question that’s actually relevant to this column is how Final Fantasy XI and Final Fantasy XIV stack up, and the answer is that they acquit themselves remarkably well. So much so that they’re among the most even-handed games I’ve seen, if not at the top of the list.

ffxi moglog sexism 2 epl 129 Final Fantasy XIV and sexismJudging sexism in MMOs is a tricky thing, partly because pretty much every MMO ever allows you to play as either gender without any penalties. (Disregarding momentary weirdness or accidents). So it comes down heavily on the side of incidentals and clothing. What are outfits like on both genders? What do the female models look like compared to the male models? What sort of role do female NPCs take, and how are they treated in dialogue?

Let’s start with the first point — clothing. Final Fantasy XI and Final Fantasy XIV both have some armor that’s clearly sexualized, with Harnesses in particular leaving little to the imagination. But that works both ways, looking equally skimpy on male or female characters. Heavy metal armor is pretty much equivalent for both genders, avoiding the tendency to hug a woman’s chest despite being made of metal. Far from TERA’s high-heeled plate, the armor that you wear is practical and functional.

The one weakness that FFXI had in this department was giving women trousers instead of varying degrees of hot pants. It’s nice that I don’t have a low-cut metal corset instead of heavy plate, but the effect is somewhat undercut when my plate armor has a gap to show some thigh. FFXIV does not share this problem.

FFXIV also features a few more options for sexualized armor, but it’s also even-handed in its approach there. The summer swimsuits were skimpy on women, but they were just as skimpy on men, and you could earn the same cheesecake character portraits by unlocking them. About the only thing that shows more skin when worn by women are the various coatees, and considering that they turn into form-fitting dapper tuxedos on the men, I think it’s more a matter of different kinds of eye candy.

This wouldn’t mean a lot if the games featured proportions that would make Barbie dolls look realistic, but the female models in the game are among the best I’ve seen. Having some motion-capture work here no doubt helps, but even beyond that characters of both genders are proportioned nicely and posed naturally. The posing in particular is nice, with none of the extended sway-backed look-at-how-sexy-I-am animations you find in all too many games.

More points are due to FFXIV for the upcoming Highlander and Roedagyn women, both of whom look excellent as well as being very representative of the other half of the gender. Highlanders and Roedgayn men are clearly large and muscular, and I was worried that the women would be much leaner and closer to an arbitrary ideal. Instead, both look to be just as muscular as their distaff counterparts, which marks one of the rare occasions that players really have an option of playing a large and muscular woman.

ffxiv moglog sexism 1 epl 129 Final Fantasy XIV and sexism

So that just leaves us with the stories and NPCs of the game, which really serve to reinforce the obvious theme I’m getting at here. Major NPCs can easily be found of both genders across a wide range of personalities, and about the only role that seems to favor men is that of the villain. (Which, considering my opinion of the online villains, isn’t necessarily a bad thing.) Only Curilla seems to have her gender merit a special mention, and none of that takes away from her position.

The games don’t even fall into the all-too-common trap of having supposedly competent women constantly unable to achieve their goals; Merlwyb in particular comes across as frighteningly capable, and the only reason she isn’t taking over the entirety of Eorzea is because the continent is facing bigger problems.

In truth, the most arbitrarily sexist thing I can find in either game is the fact that female summons always appear in a vaguely humanoid shape, while male summons can look like more or less anything. And considering Phoenix’s gender in FFXI, even that’s not entirely true. (Although you only deal with Phoenix in a roundabout fashion, but now I’m splitting hairs.) Even that is almost more a matter of tradition than actual bias, since Shiva and Garuda both have an established look from previous games.

You can argue that the game isn’t perfect, and I’d agree with that. There are ladies plying the oldest profession in Ul’dah who will proposition either gender, but there are no men doing the same. But out of all the MMOs I’ve played, FFXI and FFXIV frequently do some of the best jobs of being fair to both genders from creation to level cap. So points to both games for that.

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New Final Fantasy XIV Shows: Gilgamesh

FFXIV Gilgamesh 670x446 New Final Fantasy XIV: A Realm Reborn Render Brings Forth Gilgamesh

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Gilgamesh is one of the most beloved characters in the Final Fantasy series, even more so because he appears in almost every numbered chapter, with varying roles ranging from a villain to a NPC or even a summon.

A few months ago we saw a piece of artwork showing his appearance in Final Fantasy XIV: A Realm Reborn, but today we got something a lot more substantial: the actual render of the textured 3D model. You can check him out above.

Looks quite imposing, doesn’t he? Can’t say I’m not eager to cross swords (and gunhalberds, axes and maces, apparently) with him in the game. Luckily, the open beta is going to start soon (on August the 17th for everyone and on August the 16th for those that took part in the closed beta) to ease everyone’s withdrawals.

Combat:Final Fantasy XIV beta two phase

I’ve mentioned in the past that sometimes plans get changed dramatically between when I plan my next column and when I actually write it. This week, it turned out that I could stop being mum about the Final Fantasy XIV beta. So that meant throwing out plans and starting back over. In fact, it meant starting way over, since I found myself with so many things that I wanted to talk about it was difficult to figure out where to start.

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So I’m starting with the obvious. I’m going to talk about aspects of the first two beta phases in as much detail as I can realistically fit into a column starting with one of those obvious cornerstones of video games: combat. This isn’t meant to be about impressions so much as dissecting and analyzing what I’ve played to this point, what is working, and what isn’t. If you want to know my more in-depth impressions of killing things in Final Fantasy XIV’s early test version, read on.

ffxiv moglog betacombat 1 epl 425 Final Fantasy XIV beta phase 1 and 2   combatGeneral combat impressions

These early beta phases are not indicative of the game’s entire combat setup. Marauder, Pugilist, Thaumaturge, and Arcanist are all unavailable due to the way the Armoury System works, which means that it’s hard to get a clear grasp on how all of the classes will interact in the end. But even here there are some obvious differences, starting with the fact that some standby abilities just don’t matter any more.

Case in point: Cure. Cure has gone from being madly useful for every class to being borderline useless on most classes. I even went for broke on Lancer and pumped up my Mind only to find that it still healed for paltry amounts, meaning that I would need to look in other directions to avoid my health being whittled down in larger fights. This may have been neutered to make potions a more attractive consumable option.

This is not exactly a bad thing. It’s frustrating in places, but it does mean that certain abilities are no longer automatic additions to your skill bar. For the record, while Cure is pretty useless, Protect remains an excellent option.

Actual combat is mostly a matter of managing your cooldowns, resources, and combo attacks. At lower levels in solo combat, this is fairly brainless; since TP starts full and refreshes quickly, the first several levels require you mostly to just hammer out your weapon skills as quickly as possible. Once you get into the mid-teens, however, you have more activated abilities to manage to momentarily boost attack power or add an effect or whatever, and you probably have your first combo attack to spice things up.

The further along you get, the more it becomes clear that your TP is not nearly as unlimited as it looks. It does regenerate fairly quickly even in combat, but as you get out your higher-level abilities, you can also burn through it very quickly. Tanking in particular often forced me to be careful about which skills I used and when because I just didn’t have enough TP or MP to blast out with guns blazing at all times.

Having a global cooldown set for 2.5s seems a bit slow at first, but in practice it allows just enough time between abilities that your individual choices are a bit more significant. It doesn’t really have an impact on battle pacing overall; a normal fight was over about as quickly as a fight with a single enemy in World of Warcraft, for example. At higher levels, combat felt methodical but not slow — cripple the first target instead of using high-damage abilities to reduce incoming damage, set up a combo, then buff my attack power and finish that combo on the second target. It was strategic rather than frantic, if you will.

ffxiv moglog betacombat 2 epl 425 Final Fantasy XIV beta phase 1 and 2   combatClass by class

Gladiator: The class I played most in the original version of Final Fantasy XIV and also my preferred class in the beta phases, the Gladiator has taken its nature as a tank and run with it. The net result is a class that feels more cohesive but still has a few options for dealing damage, mostly for porting over to other classes or using while solo. It’s also got both a healing buff and the ability to use Cure with some utility, making it resilient even while solo.

Lancer: Of all the classes in 1.0, Lancer seemed to have the most issue with its overall identity; despite its unique Surge mechanics, it struggled to make a niche for itself. Here, as one of the two pure DPS classes, it’s taking the role of heavy burst damage to heart, inheriting traits from Final Fantasy XI‘s Dragoon. It also lacks much in the way of defenses, having grown a little more fragile than before even with a more reliable self-heal option. But at least you don’t have to worry about your wyvern dying.

Archer: At low levels, Archer is simply unbelievable. Ranged attacks, plenty of TP, and the ability to chain out weapon skills means you kill things very quickly. At higher levels, the class seems to be more about being the utility sort of DPS class, something that matches the fact that its associated Job is Bard. The change from “crazy fast killing” to “buff, debuff, and harm” is going to throw some people off, but the actual mechanics are still fun, and they give Archers a unique niche compared to Lancers.

Conjurers: Clearly slotted into the healing role now, Conjurers do get a self-buff that allows them to increase magic damage and decrease healing done when they’re out and leveling solo. That having been said, most of the class’s really neat abilities now are focused toward heals and buffs, getting most of the usual White Mage tools along with the lesser-used elemental magics. Those who have played similar classes will feel right at home.

Overall feelings

The biggest weakness of FFXIV’s combat in the beta is that it doesn’t come out of the gate at its full strength. You have to level and explore the game for a while before you can really start to feel what the designers were going for. This isn’t to say that the system is bad, but it means that your first impressions might not line up with what you’ll actually be playing.

Once you get past that hump, though, the combat system is a joy to play. It feels very similar to games like World of W

arcraft without quite falling into the trap of being identical. Some people will call it a thinly veiled clone, but some people will call Defiance a thinly veiled clone of WoW, so that isn’t entirely indicative. It takes pages from WoW’s playbook while remaining distinct.

And it’s fun. The combat system had to try to retain the baroque sensibilities of its predecessor while being faster and more strategic, and it managed those changes quite well. Not perfectly, but the design document was pulling in a few dozen directions.

Quests:Final Fantasy XIV beta two phase

We know now that the next test phase for Final Fantasy XIV will not be until June. This is good insofar as the next test will contain a lot more stuff and bad insofar as I want to play. Those of you living vicariously through impressions articles such as this one probably have less of a struggle with this scenario. And there is still a chunk of the first two phases to be discussed, obviously.

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If combat is the usual “how” of MMOs, quests are the usual “what.” Final Fantasy XIV started out with a handful of quests and gained several more during Naoki Yoshida’s tenure, but quests still weren’t the main leveling content in version 1.0. That was a function reserved for guildleves, which have taken on a new role in the beta phases just as quests are enjoying an expanded importance. But it’s not as simple as that change might imply.

ffxiv moglog betaquest 1 epl 502 Final Fantasy XIV beta phase 1 and 2   questsIt’s a complicated scenario

Not all quests are created equal in FFXIV. This was true in the first version, as well. You had your main scenario quests, your grand company quests, your guild quests, and so forth. This has not changed in the beta, which still features main scenario quests, guild quests, and regular side quests. What has changed is the frequency and purpose of these quests.

In the launch version of FFXIV, there were three quests for each guild. Not three main quests — three quests, period. Each one covered a small amount of backstory for the guild, gave you a tiny bit of flavor, and then left you high and dry without further content. You couldn’t even join the guild until level 20 or so, by which point it was an amazing coincidence that you were up to the standards that a guild had set for membership.

By contrast, in the beta phases, you get your first guild quest at level 1. Literally one of the first quests you are given sends you to the headquarters for your guild to pick up the associated quests and hunting log entries. And the story unfolds from there in five-level intervals, with a new ability awarded for the level 15 quest and plenty of story development in each guild.

The main scenario quests are similar insofar as they are clearly handed to you with reliable frequency. You won’t always be on one, but you’re always given a sign of when you can pick up the next one, and there are no longer long stretches when you’re without any direction. Sidequests are more numerous and spaced to ensure that if you want to level your first class almost entirely through quests, you have more than enough options.

Not a revolution, not an evolution

So what are the actual quest mechanics like? For the most part, they’re like literally any other quests you have ever seen.

I’m not distraught about this fact, but there’s nothing to gush over when it comes to the raw mechanics of questing in FFXIV because it’s stuff that I’ve seen before. The quest dialogue is well-written and gives a good sense of the word; it’s helped along by the fact that you page through dialogue boxes instead of just having the text vomited at you in a single blurb, but… you know the deal. Go out and kill X number of Y and so forth.

The main scenario and class quests are frequently more inspired. There’s a Lancer quest in which you face a huge horde of wolves with a time limit; you can’t possibly kill them all by rushing in, so you have to pick off stragglers, thin the group, avoid links, and make strategic approaches to your target. But the core of the quest mechanics are going to be familiar to almost anyone who has played an MMO in the past five years.

They work, and for my money, the actual meat of the game is entertaining enough that I’m not bothered by the unoriginality of the mechanics. But the quests do work in a very pedestrian fashion, without a doubt. They scratched an itch, and I enjoyed them, and I’m not going to claim that they tap into some deep vein of novel design. It was the setting and the mechanics around the quests that impressed me.

Leve it all behindffxiv moglog betaquest 2 epl 502 Final Fantasy XIV beta phase 1 and 2   quests

Guildleves worked for their purpose in 1.0. They were meant to pad out the bulk of leveling content, and they did that. They did that over and over, as it happened, since leves stretched for 10-level bands and there were about six or seven in any given list. So bringing Lancer from 30 to 40 generally meant seeing the same handful of quests repeatedly, with a flow that looked something like this:

  •     Go to a city.
  •     Pick up leves appropriate to your level.
  •     Travel to the Aetheryte.
  •     Fight through those leves, traveling back to the aetheryte each time you clear one.
  •     Repeat.

In the beta phases, the flow was slightly different.

  •     Go to a level-appropriate levemete near the area of the leves.
  •     Pick up your leves.
  •     Travel to the area where those leves take place.
  •     Clear the leves and then return to the levemete.
  •     Repeat.

The shift is subtle but significant. Before, you would have to travel back and forth a lot to get even a quartet of leves done; here, you have a new set every five levels, and the travel time is not significant in any direction. You go to the relevant area, clear something, and then zap back to the same person who gave you the leve in the first place.

Again, the mechanics aren’t terribly different, so veterans of 1.0 will be very accustomed to the core concepts. (The betas did have several leves introducing more advanced concepts early on, rather than straight pursuit or engage leves until your 30s.) The difference is in the details of execution and the sidelining of leves as a whole. You can take part in several leves instead of quests, you can use them for classes after your first ones, and you can use them as sidelines instead of hunting log entries and the like.

Direction unknown

While neither guildleves nor quests have revolutionary mechanics, the layout of the content is refreshing because it’s not a straight line. There are loose pointers, but if you decide to strike off in a different direction, the game officially does not care. Want to just fill out your hunting log? Go nuts, man; you’ll know when there’s another main quest to do.

It’s refreshing. The seasonings of a quest-driven game are there, but it lacks the pressure.

Retrospective:Final Fantasy XIV:A Reborn Realms

A Look at the Razed and Reborn Realms of Eorzea

It’s amazing that the team was able to turn the original game into something worth checking out. Even in its original state, I was able to see a kernel of something interesting there, but everything surrounding it repelled me — a feeling I’m sure many people had about its predecessor, FFXI! I actually started to play the game a scant few months before its closure and found myself enjoying it, though it was still a flawed experience. What are your thoughts on the game, post-updates?  

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Essentially, the game came a very, very long way since release, and a large portion of those improvements have come while the development team was simultaneously remaking the game. AV and CC were interesting and fun up until the thousandth run of each dungeon; the structure of that content was torturous in how it played to our worst tendencies as monomaniacs. Garuda was a glimmer of hope, even though we destroyed that content. Hamlet was a serious misstep, but we’ll call that a mulligan. Ifrit (Extreme) would have been great if not for the game’s engine. Rivenroad (Hard) is, fittingly, close to the apex of what I imagine was possible with 1.0′s engine in terms of fight complexity and design. Knowing that the engine has a hard cap on mob HP, that hit detection is poor and the degree to which latency affects actions even worse, that fight was pretty good, which is why we spent so much time trying to break it apart. (We succeeded in our goal of beating it in under ten minutes, but we have a lot of respect for the Japanese group that beat our time.)

ff3d3fead58c9c7d2edfc8610ddfd842 Final Fantasy XIV:A Reborn Realms Retrospective

Combat is obviously a very large part of any MMORPG and, while some elements of 1.0’s combat system will carry over into A Realm Reborn, it’s still going to play very differently. Why don’t you tell us about the combat system in 1.0?

FFXIV 1.0′s combat system was bizarre because, for most of the game’s lifespan, everything just felt way too slow. By the time AV and CC came around, with the addition of jobs and various rebalancing changes, there was this cool intersection for physical DPS jobs. On the one hand, you had the mechanical skill requirement — mostly figuring out how to counteract the engine by sliding through weaponskills or mashing out the /facetarget command to force position checks — and then the preparation requirement, which involved playing around with the different weaponskills to see how they fit together perfectly in a given timeframe.

Probably the most fun any one of us could have in 1.0′s combat was to play Dragoon in the Rivenroad (Hard) encounter: the player had to dodge lasers, deal with teleports and knockbacks, gauge enmity against the tank’s enmity (usually the easiest part, given how good Paladins were by that point) and adapt a DPS rotation based on cooldowns, positional requirements and the phase of the fight. When all was said and done, the Rivenroad (Hard) fight wasn’t as hard as most people made it out to be but, at the same time, it was an amazing achievement of fight design considering the limitations of the engine. And it was probably a skeleton crew that did it, or just one or two people really, since 2.0 was already well into development at that point in time.

For 1.0, when we recruited someone to fill a DPS role, quite often we asked that person for any footage he or she might have of MNK gameplay on a fight like Miser’s Mistress, where it was mostly tank-and-spank. That kind of fight was a perfect showcase of how a player approached the game, because it was very simple, but the difference between a bad player and a good player was colossal, and the difference between a good player and a great player was still very substantial — in terms of the DPS numbers, but also just how the player moved his/her character, pushed the buttons, etc. What’s even better for us, looking ahead to 2.0′s combat, is that the speed requirement — the mechanical skill requirement — is going to be much higher. People talk about RTS or MOBA players in terms of their APM (“Actions Per Minute”); to be considered decent or good at an RTS, you probably need an APM of around 100 at bare minimum, and the pro-level players usually range from 200-400. That’s 400 clicks or key presses per minute. FFXIV is never going to approach that, of course, but I’ll be very disappointed if the game’s APM ceiling is 24 (2.5s Global Cooldown) or 30 (2.0s GCD) instead of 40 (1.5s GCD) or more.

Speaking of FFXIV 2.0’s combat, what do you think of it based on what you’ve seen so far? Based on my experiences, it definitely starts out a bit simplistic, but that’s par for course with most MMOs.

As far as 2.0′s combat goes, I like the general framework and I like the philosophy in place; even at this early point, it’s an improvement over 1.0′s combat, but there’s a lot of room for further adjustments. I still think it’s currently too slow, but Yoshida seems to agree with me on that point, so I’m cautiously optimistic. We’ve seen far fewer positional requirements, which could potentially lower the skill ceiling but, at the same time, dealing with too many positional requirements can limit one’s choices from a design perspective (fights would then need a ceiling on movement/positioning to avoid imbalance). If the GCD bottoms out at 1.5 seconds (or lower), and if we have enough choices to make every time we push a button, I’ll be happy.

Right now, it’s hard to tell how good combat will be at 2.0, but it’s easy to tell how bad it could be if it’s too simplistic, too rote. That goes for more than just DPS jobs, though; healing is a huge question mark for us, since we don’t know what the final ability selection is going to be like. From what we’ve seen so far, White Mage lacks granularity; a low-power instant-heal would be a nice way to fill some gaps. Black Mage was notoriously two-dimensional in 1.0, so we’re also hoping to see some dramatic changes to that job in particular.

488ba80bb0e9977d10fd39220531d503 Final Fantasy XIV:A Reborn Realms Retrospective

The rate at which new content is beaten typically vastly outstrips the rate at which it is generated, resulting in large lulls in activity for dedicated groups such as yours. During such periods, it’s typical for members to leave for other pursuits, either different activities in the same game or outside of the game altogether. In your case, though, all of you are on a forced hiatus from the game for at least a few more months, beta test phases aside. How do you anticipate that affecting your efforts once A Realm Reborn hits?

Things have been quiet around here since the end of 1.0, but we stay busy by playing other games, catching up on real life, watching Game of Thrones/Mad Men/etc, and posting random stuff for each other on our Guildwork feed or forums. We pushed recruiting pretty hard just before 1.0 ended, and we’re going to reignite that push before 2.0 starts. We want to make absolutely sure that we’re ready for Crystal Tower and the Labyrinth of Bahamut. Right now I’m happy with how far we’ve come since the days of camping Dodore, but we always have a lot of room for improvement.

I’m sure there will be growing pains; there’s no way around it with a transition from 8-man content to 24-man content. The first 1.0 content transition, from 15-man to 8-man, had its own challenges as well. But that was a trend toward exclusivity, rather than inclusiveness, so it’s something of a different story this time. And, as content updates have given us more means by which to test our members’ skillsets, our standards have grown tougher; our expectations for performance are higher. So we have to make sure that even though we’re going to be tackling content with 24 people instead of 8, we need to be able to trust each other even more than we did before.

Lastly, for people interested in hitting FFXIV’s end-game hard when it relaunches, tell us more about your linkshell’s schedule and philosophy.

Our scheduling is subject to change as we learn more about the raid structure for 2.0, but right now we’re tentatively looking at a 4-day/week schedule, running from 5 PM PST/8 PM EST to 9 PM PST/12 AM EST. When we’re pushing for world-firsts, we ask our members to take vacation/sick days, get notes for classes from someone else, and beg their significant others for some leeway, so that we can run for at least 12 hours a day. That kind of schedule is obviously unsustainable for very long, so we do our best to work around everyone’s real lives after the first few days. We obviously are very motivated to get things done and get the gear for our members, but we also try to stave off burnout.

I look forward to watching your linkshell’s exploits in the new world of Final Fantasy XIV. We’ll have to link up again in the future and exchange our updated thoughts on the game.

I’d be happy to follow-up sometime down the line. We are proud of what we’ve done, and we only hope to accomplish even more in 2.0.

Access:Final Fantasy XIV A Realm Reborn Beta

Wint shares his experiences with the ARR beta!

e0c66f94bdfda8931d12bbeafdab5bc4 Final Fantasy XIV A Realm Reborn Beta Access

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Less than a week ago I got a fantastic email from the Square Enix media team informing me that the embargo for the closed beta test would be lifting today, and that not only could I write about phase 1 of the beta for Final Fantasy XIV: A Realm Reborn but that I could cover things also happening in phase 2!  I’m very excited to share with you what I’ve experienced so far!

I’ve taken a poll on the ZAM forums and I’m going to attempt to answer your questions while providing my account of how the beta is going so far as fairly as possible.  For those readers currently participating in the beta please be aware that this lifting of the embargo is for media only, and that you are still under NDA regarding your own experiences.

Discuss in the Zam Forums!

Character Creation, Races, and Classes

235667 Final Fantasy XIV A Realm Reborn Beta Access

The character creator is a good place to start, since that is where most will begin with ARR unless they are planning to use their own character for the launch, even then, they may be tempted to tweak with settings since you are allowed one re-make of your character when ARR launches later this summer.  The options presented for tweaking are staggering.  You can change hair color, highlights, facial features, birthmarks, tattoos, all of the normal MMO fare.

Rather than having sliders, Square Enix has decided to give you a vast number of choices to customize your character. For example, hair color is one of 24+ shades, and the highlights increase the individuality as well.  Eye color is the same.  Facial features have several pages of options as do hair styles including facial hair.  My lalafell looks pretty darn cool if I do say so myself.

235671 Final Fantasy XIV A Realm Reborn Beta Access

One thing you might be wondering is whether Manthras (male miqot’es) are dominating the population in the beta.  I can happily report that there seems to be a healthy distribution of races and genders on my server.  I didn’t create a female character (I had a male taru taru in FFXI and I feel a certain loyalty to my online persona), but there was never a moment when I saw another female Lalafell and felt that it was a gross or inappropriate use of the game engine’s assets. The team has done a good job of making the characters look distinct without allow immersion to be broken.

Another interesting point about the race you choose: according to the beta manual, the starting stats for STR, DEX, VIT, INT, MND, and PIE are affected by your race and clan.  Gender has no effect.  Since I never made anything other than a Dunesfolk lalafell I can’t confirm what differences those might be, but for those who were hoping for at least a token nod to FFXI‘s races can rest assured that there will be minor differences between the race you choose and the starting stat boost you are given.

The starting attributes are actually a bit different than those mentioned above. The changes that have been made made to how stats work are beneficial to players, there is a definite meaning attached to each stat and their effects are that may have been lacking in FFXI.

  • STR – Increases melee attack power and percentage of damage mitigated from block and parry.
  • DEX – Increases ranged attack power and the chance of blocking or parrying an attack.
  • VIT – Increases max HP.
  • INT – Increases magic attack potency for Thaumaturge (Thaumaturge was not available for beta phases 1 or 2.)
  • MND – Increases m.attack and healing magic potency for Conjurer.
  • PIE – Increases max MP

There are other stats that are increased using armor and weapons that I will cover more when I talk about equipment later.

Along with attributes are abilities for each class that you can earn both from leveling and from completing class quests.  My highest class in the beta right now is a 32 Conjurer.  Most of my abilities I’ve gained from leveling, the notable exceptions being an ability called Fluid Aura (featuring Knock Back and bind) and Cure II (obviously a more potent cure spell), which are from the level 15 and 25 class specific quests.  While those abilities aren’t required for progressing, they do make life easier.  Class quests come along every 5 levels, which I assume will also be the same for launch.  The quests can be difficult, but coming at it the right way can make all the difference.  I died several times on the level 15 CON quest before I realized I could heal the NPC’s fighting with me and a 30 minute ordeal turned into a 5 minute win.

For Disciple of Hand and Disciple of Land jobs like Botany or Leatherworker, these are best approached after having made some progress in a combat oriented roll first.  I say this because you can get crystals and synth items while completing levequests and defeating mobs, although there are a healthy number of crystals gathered while harvesting from trees as a Botanist.  If you run out of items to synth however there are NPCs that sell what you need.  Crystals must be farmed though, so Botanist is a nice complement to Leatherworker.  The other DoL and DoH jobs were unavailable during the beta so far, although I believe they will be available during phase 3 which I am particularly excited for since I love fishing in XI (and in 1.0) and I am very excited to see where they have taken it.  Crafting and harvesting are much more engaging in ARR.  At no point was a bored with crafting and harvesting is a fantastic job because you gain abilities to avoid aggro and explore much more effectively than you can with one of the melee or magic classes.

Combat in A Realm Reborn

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Combat in ARR becomes progressively more fun as you level up.  Disciple of War jobs get skills while Disciple of Magic jobs get spells, I’ll refer to them as abilities.  You get a new ability every couple of levels as well as extra abilities for completing your class quests along the way.  Abilities can use either TP or MP, or both in some cases.  As you progress higher, skills can be chained together to become more effective for the DoW jobs.  DoM jobs can get a chance to crit a spell for extra effect, like a critical Esuna will hit all party members and not just the spell target.  TP and MP regenerate automatically over time, no resting or healing required.

During normal Guildleves, resource management with regard to TP and MP, is not really required.  Where it becomes more interesting is when doing instanced dungeons or longer lasting Full Active Time Events, or FATEs.  I noticed that I really had to manage my MP well when tanking as a Gladiator during Tam Tara Deepcroft runs, because a lot of the abilities the GLA has to manage also use MP.  There is nothing worse than having a few mobs turn on your healer and you can’t bring them back to you because you don’t have any MP for Flash.

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Leveling, FATEs, Quests, Guildleves, the Hunt Log, and more

For the first 15 levels or so, leveling can be done primarly solo, although there are real benefits to finding groups, even if it’s just a couple of people.  Your first job will be the easiest, as the quest content takes you on a natural progression through the zones of the city and surrounding areas.  FATEs become available as low as level 3 that I saw, and you can start doing Guildleves at level 10 on your first job.  There are actually level 5 Guildleves which are helpful for leveling alternate jobs since those are only available once you’ve unlocked Guildleves at level 10.

At the start, quests do lead you around by the hand for a bit, but the progression seems very natural and it’s a great way to pick up those first 5 levels while getting to know your surroundings.  Once you get out of the main city they become a bit fewer and further between but I managed to make it to level 10 or so without having to do anything other than quest content.  There are the standard “go kill these monsters” quests, but there are also other types of quests.

Some involve taking some items from the NPC and using them on various points in the surrounding area, which usually results in battles.  There are also gathering quests.  Others include waiting for some brigand or bandit who needs to be brought to justice.  It may sound like standard MMO fare, but I never got tired of doing them.

While running around doing quests or Guildleves, you may come across the occasional FATE.  These events allow you to join in some missions without any grouping at all and participate for experience points as well as currency for the Grand Company you work for, once you join up.

FATEs can vary greatly.  Some of the ones I experienced were massive battles between invading beastmen, driving hoards of Opo-opos from a village called Hrystmill, bringing down a gigantic golem, hunting rogue bandits through the forest, and gathering items spilled from a merchants cart and returning them to him while fighting mobs trying to stop you.  The amount of XP and other rewards granted for completing these FATEs are not trivial either, and are a great way of leveling up if any of the other activies don’t sound good (or if you have used up all your Guildleve allowances).

Guildleves represent structured quests with several different types to choose from.  There are those where you are required to defeat monsters, collect items, escort NPCs to safety, and more.  While doing Guildleves, NM’s can appear that you can defeat for more XP and gil.  They are usually quite challenging, requiring extra effort to defeat.

While Guildleves can be completed solo, I found that grouping with a couple of friends made the effort to get XP faster, as well as more fun and rewarding.  While in a group of 3, we started noticing that not only were we getting more XP because we could set the Guildleve’s level to much higher than we could attempt it solo, but with 3 people we started to notice treasure chests appearing out in the field that gave very good loot, armor and other equipment on par with what you get in the instanced dungeons.

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The Hunt Log is a fantastic new addition to ARR.  For each job, you have tiers of hunts that have you going out and finding mobs that you may not otherwise encounter during your questing.  Once you kill the appropriate number of mobs, you receive an XP bonus.  Once you complete the entire tier, you get a huge XP bonus and unlock the next tier of mobs.  They are grouped by tens, so the first tier feature mobs that are between level 1 and 10, the next tier mobs from 11 to 20, etc.  These mobs can also be quest mobs, so you can kill two colibri with one stonega, so to speak.

Experience points can be boosted in several ways as well.  Once you finish the first set of main storyline quests, you get access to the Inn in your city.  If you log out while in the Inn you accrue a resting bonus to your experience the next time you log in.  Resting bonus can also be found by hanging out in a sanctuary, which are the camps that have Aetheryte crystals.  Another way to boost your XP is via food.  Almost all food gives some kind of bonus, from 3% up, among other effects.

Instanced Dungeons

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There are three instanced dungeons availble to players of the beta test.  Tam Tara Deepcroft is for level 15+, The Thousand Maws of Toto-Rak for level 25+, and Haukke Manor for 30+.  All of these are a lot of fun to do.  They require a party of 4 to enter, and since there are limited numbers of jobs available to the beta testers, most of these runs really do require a healer, a tank and two damage dealers (either Lancer or Archer).  The lower level dungeon Tam Tara Deepcroft can probably be mostly completed with 3 DDs and a healer, but the boss fight at the end would probably be tricky.

Instanced dugeons are like mazes that you have to fight your way through to get to the boss at the end.  They require you find key items to unlock the lower levels, with the exception to that rule being Tam Tara Deepcroft.

Starting with Toto-Rak, you have to be careful of your surroundings since there are exploding pods and ooze that slows your movement down.  The boss battle for Toto-Rak is tough and fun, you have to move around a lot and be aware of where you are standing (so as not to be hit with the -80hp per tic poison) and paying attention to the boss so when he alters his stance you can get the kill quicker than wearing him down.  I’m trying not to give too many spoilers!

Equipment

Most of the NPC gear is good enough for daily use, but the armor and weapons you can get from dungeons is amazingly good.  I acquired a wand in Toto-Rak that turned my cure spell from restoring 200hp to well over 300hp with crit heals going over 400hp.  The armor is also helpful in other ways.  For example, you can reduce the recast time on your global cool down with armor (Spell Speed and Skill Speed).  You can prevent your spell casting from being interrupted as much with armor that buffs your Determination skill.  Traditional buffs to Vitality, Strength, Dexterity, Intelligence, Mind, and Piety are also present on this advanced equipment, but in higher strength than easier to obtain armor.

My experience with equipment choices mostly involved the Conjurer.  When soloing, I found that a staff (two handed) was better because it has better stats for magical attack.  When doing instanced dungeons or things that require more healing than nuking, I found that using a wand and a shield was more appropriate.  Gladiator has access to both swords and daggers. As far as I know, Lancer and Archer only have access to spears and bows, respectively.

Once you unlock a second job after hitting level 10 on your first, you get access to gear sets.  Gear sets allow you to store armor/weapon configurations for your character and switching between them is as simple as picking the gear set from the list and clicking equip.  One issue that has been reported so far is that to set up a gear set, you drag items from your inventory over to the set, which makes that item unavailable for use by any other gear set.  This functionality will be undergoing overhaul between phase 2 and 3, so I expect that issue will be resolved by then.  It’s a very handy feature, not only are your weapons and armor not cluttering up your inventory, but changing jobs is as simple as selecting the appropriate gear set.

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Monsters

Monsters are varied and interesting in ARR.  While I didn’t come across any colibri, there are plenty of other cool monsters to smash out there.  Goblins appear starting around level 10 near Hawthorne Hut and later on by Quarrymill when you are level 20+.  Beastmen include the Ixali, which kind of remind me of Yagudo without feathers.  Mobs don’t just include animal types either.  Around Quarrymill and Buscarron’s Druthers there exist Elezen and Miqo’te bandits that definitely make life interesting for the wandering adventurer!  While there are no open world NM’s, the diversity of the creatures dotting the landscape, along with the hunt log, make exploring every nook and cranny of ARR fun and worthwhile.

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The World of ARR

Eorzea has changed quite a bit from 1.0, and overwhelmingly for the better.  The beta testers for phase 1 and 2 get to play in Gridania and surrounding areas.  Instead of having seamless transitions between areas, there are now zones.  One nice feature about the UI is that while zoning you can still chat and see your friend’s responses, so changing areas doesn’t disrupt communication at all.  The load times for the zones are very fast as well, it becomes less and less noticable the more you play.  Zone sizes seem large to me, with plenty of unique features terrain wise to make the zones so much more interesting.

Gridania has undergone some changes as well.  Some of the zones of Gridania look similar to how they did in 1.0 but with enough changes to somehow improve them.  Another nice feature about Gridania is the Aetheryte network.  There is a big Aetheryte crystal that you can teleport to in the main plaza, and sprinkled around Gridania are smaller crystals that once you attune to them, you can teleport from one to another for free making traveling around the city easy and painless.

Travel in ARR is vastly improved.  Teleportation no longer requires anima and instead uses gil.  You still need to travel by foot to the Aethrytes to attune to them once however.  Chocobo porters also help you travel between smaller sanctuaries that may not have an Atheryte to attune to.  Again you need to first visit the sanctuary on foot once but after that travel is as simple as speaking to the NPC and selecting the place you wish to go.  It’s usually quite a bit cheaper than teleportation as well.

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Unlocking your personal chocobo is where the beta has really shined for me.  Once you hit level 20 you can join the Grand Company and spam a few FATEs to earn enough company seals to buy your chocobo whistle.  This changed the game for me.

It is so much fun to hop on your bird and run across the world, exploring new areas.  As soon as a FATE pops up on the map you can get there quickly and you can usually outrun aggressive mobs as well.  At one point, I was exploring and came across some level 45 knights west of Hrystmill and they managed to hit me hard enough to knock me off my bird and then beat me senseless!

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Controls

Controls in ARR have been updated as well.  For a keyboard and mouse user, the game’s controls are more in line with what standard PC games use.  There is an option to set the control scheme back to how it was in 1.0, if that is what you prefer.  The gamepad controls work much the way Yoshi-P demonstrated in the video he released for the media event.  For casual play, like a pick up group for an instanced dungeon where you don’t necessarily need to type as much, the game pad is a joy to use.  When using the game pad, the only issue I found is it’s not immediately apparent what to press to get to the window you want to interact with.  Once I figured out that the select button would allow me to target any of the various windows, and using LB and RB lets you navigate those windows, it became easier to use.  I still found myself using the mouse for some things, simply because it was easier (like dragging abilities to the hotbar) but the gamepad support is a solid choice.  I’m actually torn on which format I will use more once the game launches.

Performance

Performance-wise ARR blows 1.0 out of the water.  There is a vast array of settings you can change to get the performance right where you want it.  These settings are almost identical to the ones in the benchmark actually.  My wife’s computer is not quite as powerful as mine yet runs the game well enough that to the layman they appear to look the same.  One thing that blew me away was how many characters can be displayed without slowing the game to a crawl.  The Aetheryte plaza in Gridania is a pretty busy place, but not only do I see everyone there but I can run through the zone without it looking like a slide show.  The new engine is very impressive.

Everything I’ve seen in the ARR beta phase 1 and 2 leaves me very optimistic for ARR’s chances once the game launches.  Not only has Square Enix vastly improved upon 1.0, but the developers are actively engaging with the beta testers on the forums when they provide feedback.  You get this sense that Yoshi-P and company are listening to feedback with an open mind, and tweaking things accordingly.  The testers for the most part are providing tons of input and doing a great job at kicking the tires of ARR.

Be sure to visit us regularly at ZAM as we will be bringing you all of the Final Fantasy XIV: A Realm Reborn news as it happens.

FFXIV Producer Responds the Lag

Final Fantasy XIV ARR Beta 3 494 670x376 Final Fantasy XIV Producer Responds to Criticism on Lag

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One of the aspects of the latest beta of Final Fantasy XIV: A Realm Reborn that many criticized was the presence of a degree of lag that caused a mismatch between the graphical representation of some monsters’ area attacks and actual damage applied to players. Basically players that thought they were safe outside of the area of effect were still hit, often with lethal results.

The game’s Producer and Director Naoki Yoshida wrote an interesting post on the game’s closed beta forums addressing the issue and promising that things are going to get better.

Producer and director Yoshi-P here.
Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I’d like to inform you all of the current situation.

This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.

Damage taken when Ifrit uses Eruption.

When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server’s check and the explosion. This has already been corrected for phase 4 and release.

Damage taken for what looked like a near miss.

1. Registering Player Damage

In phase 3, when judging whether a character was standing in an attack’s area of impact, your position was checked using a circle around your character to represent the space your character stands in. 

Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race.
For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.

2. Enemy Progress Bars and Area of Impact

Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server.
In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see. 

During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character’s positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.

Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.

Rest assured that we’re doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.

Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players.
(Even with a great connection, I think there’s still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )

That’s a beta for you. Personally I wasn’t heavily affected by the issue. When I see that kind of graphical representation the “don’t stand in the bad!” trigger years of MMORPGs engraved in my brain simply makes me run as far as possible from the danger zone instead of just standing at the edge, but I can see how it could be a problem for many.

Luckily, it’s getting addressed as much as technically possible. Hopefully we’ll soon be able to see how effective the implementation will be with the start of the open beta.

FFXIV updated:with bestiary and location details

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Final Fantasy XIV may still only be in beta but that’s not stopping Square Enix from filling out the game’s site with details of the villains and beasts you’ll be battling. A packed bestiary’s been added to the site, telling the backstory and abilities of the beings which threaten Eorzea.

They’ve also dropped descriptions of Ishgard and Ala Mhigo, two of the realms you’ll be exploring.

 The new Threats section of the site has subheadings dealing with the likes of the primals andbeastmen – everything from the lowly kobold to the mighty Odin – and the head honchos.

Separate to the bestiary are the new location rundowns for Ishgard and Ala Mhigo. Ishgard is the spired mountaintop home of the Alabathians. Led by their sovereign archbishop, their knights wage constant war against the dragons which plague the realm. Ala Mhigo descended in grace since it was conquered by the Garlean Empire, now acting simply as another imperial state which lends its allegiances abroad. Still, it shows signs of its long history as a country devoted to war.

Its cool to see a developer providing so much material for its fans; particularly those invested in the game’s lore. Hopefully the codex will be expanded as the we approach Final Fantasy XIV’s 27 August release date.

Final Fantasy Xiv:A Realm Reborn garlean empire

The Garlean Empire controls the majority of the Three Great Continents, the enormous landmass that encompasses Eorzea. Until some fifty years ago, Garlemald was a remote and sparsely populated nation which held little more than a fraction of the northern continent of Ilsabard. But with the arrival of a technological golden age and the concurrent emergence of a brilliant young legatus—now the reigning emperor—in the span of a single generation Garlemald established itself as one of the most formidable forces in all of Hydaelyn.

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Garlemald is unsurpassed in the field of magitek, a technology which it exploits with devastating effectiveness in warfare. Unperturbed by their lesser numbers, the Garleans went forth upon gigantic flying warships, bearing powerful weaponry the likes of which the world had never seen. One nation after the next fell before their relentless onslaught, first those of the northlands, followed by the sovereign states of the eastern continent, Othard. Employing suppression and conciliation in equal measure, Garlemald indoctrinated the peoples it conquered, thus integrating them into its ever-expanding territory. So it was that the Garlean Empire came into existence.

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In the year 1557 of the Sixth Astral Era, a mere thirty-six years from the Empire’s founding, the Garleans brought their campaign of conquest to Eorzea, swiftly bringing the city-state of Ala Mhigo to its knees. Yet following the subjugation of Ala Mhigo, the Empire suddenly ceased its aggressive expansion.

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For more than a decade, the continent of Aldenard knew relative peace. In the year 1572, however, the Garlean army once again began its inexorable advance. Using the calamitous arrival of the Seventh Umbral Era to sinister advantage, the Empire prepares to gather the lands of Eorzea into its steely embrace…

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Character creation benchmark available for Final Fantasy XIV

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xffxiv benchmark epl 801.jpg.pagespeed.ic.X4gO OILcC Character creation benchmark now available for Final Fantasy XIVYou don’t know when the next (and final) beta test is starting for Final Fantasy XIV. That’s a bad thing, because it means you’re going through a fair bit of withdrawal. And while nothing can really fix the fact that you want to be playing but can’t, being able to play around with the character creator might at least help take the edge off. Which you can do today, as the newest benchmark and character creator is now available on the official site.Aside from offering another chance to test your computer’s performance against the game, the new benchmark will allow you to create a new character. It also allows you to save the appearance data from that new character, which can be loaded up again in the launch version or the benchmark for further tweaking. So you could have your character ready to go the moment the game goes live later this month.

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50 Character creation benchmark now available for Final Fantasy XIV

ManastuUtakata 

Score:2017
Average Framerate:16.225
Performance:Standard

Screen Size: 1920×1080
Screen Mode: Full Screen
Graphics Presets: *Custom

*Note: Based on the sample resolution given which is fairly high.

System:
Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130318-1533)
AMD Phenom(tm) 9600 Quad-Core Processor
8191.492MB
NVIDIA GeForce 9800 GT  (VRAM 4069 MB) 9.18.0013.2049

…which is actually surprisingly good when my machine is well over 5 years old.

The settings will likely be lower if I choose to run this game on this current machine. So good news: I don’t to run out and purchase the Hal 9000 series to run FFXIV ARR if I choose to play it. <3

I’ll be poking around with other settings in the meantime.

 Character creation benchmark now available for Final Fantasy XIV

FitLikeGray 

Score:9109

Average Framerate:79.456

Performance:Extremely High

Screen Size: 1920×1080

Screen Mode: Full Screen

Graphics Presets: Maximum

System:

Windows 8 Pro 64-bit (6.2, Build 9200) (9200.win8_gdr.130531-1504)

Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz

16367.105MB

NVIDIA GeForce GTX 660 Ti(VRAM 4038 MB) 9.18.0013.2641